Metadata definitions for RenderPass. More...
Public Attributes | |
| DynamicPropertyType< Matrix4x4 > | CameraMatrixProperty |
| The camera matrix that the render pass calculates during rendering from the settings of the Camera and passes to the shader. | |
| DynamicPropertyType< Vector3 > | CameraPositionProperty |
| The camera position that the render pass calculates during rendering from the settings of the Camera and passes to the shader. | |
| DynamicPropertyType< String > | CameraProperty |
| Sets the Camera node that you want to use to render the nodes. | |
| DynamicPropertyType< Boolean > | EnabledProperty |
| Whether Kanzi executes this render pass and its child render pass tree. | |
| DynamicPropertyType< Vector4 > | InputViewportAreaProperty |
| Reports the viewport area relative to the composition space as passed from the parent render pass. | |
| AbstractMetaclass | metaclass = new AbstractMetaclass("Kanzi.RenderPass") |
| Metaclass for RenderPass. | |
| DynamicPropertyType< Vector2 > | NearFarPlaneProperty |
| The distances to the camera near and far planes that the render pass calculates during rendering from the settings of the Camera and passes to the shader. | |
| DynamicPropertyType< Vector4 > | OutputViewportProperty |
| Viewport applied by the rendering of the render pass. | |
| DynamicPropertyType< Matrix4x4 > | PreviousCameraMatrixProperty |
| Camera matrix from the previous frame, used for velocity buffer calculation. | |
| DynamicPropertyType< Matrix4x4 > | PreviousProjectionMatrixProperty |
| Projection matrix from the previous frame, used for velocity buffer calculation. | |
| DynamicPropertyType< Matrix4x4 > | ProjectionMatrixProperty |
| The projection matrix that the render pass calculates during rendering from the settings of the Camera and passes to the shader. | |
| DynamicPropertyType< Boolean > | ShadowProjectionFittingEnabledProperty |
| Controls how the directional light shadow projection is calculated Enabling this will fit the lights projection to the area covered by the main camera. | |
| DynamicPropertyType< Vector3 > | ShadowProjectionMarginProperty |
| Use to add extra margin by scaling the area of the projection. | |
| DynamicPropertyType< Vector2 > | ShadowProjectionRangeProperty |
| Use to limit the projection to a smaller proportional slice (X: near, Y: far) of the main camera frustum. | |
| DynamicPropertyType< Integer > | UpdateOffsetProperty |
| Sets a frame offset to the rendering rate that you set with the Update Rate property. | |
| DynamicPropertyType< Integer > | UpdateRateProperty |
| Sets the rate at which to render the render pass. | |
| DynamicPropertyType< Vector4 > | ViewPositionProperty |
| The homogeneous view position that the render pass calculates during rendering from the settings of the Camera and passes to the shader. | |
Public Attributes inherited from ResourceMetadata | |
| AbstractMetaclass | metaclass = new AbstractMetaclass("Kanzi.Resource") |
| Metaclass for Resource. | |
Metadata definitions for RenderPass.
| DynamicPropertyType<Matrix4x4> CameraMatrixProperty |
The camera matrix that the render pass calculates during rendering from the settings of the Camera and passes to the shader.
| DynamicPropertyType<Vector3> CameraPositionProperty |
The camera position that the render pass calculates during rendering from the settings of the Camera and passes to the shader.
| DynamicPropertyType<String> CameraProperty |
Sets the Camera node that you want to use to render the nodes.
To use the default Camera node in that Scene node, do not set the value for this property.
| DynamicPropertyType<Boolean> EnabledProperty |
Whether Kanzi executes this render pass and its child render pass tree.
| DynamicPropertyType<Vector4> InputViewportAreaProperty |
Reports the viewport area relative to the composition space as passed from the parent render pass.
To access the Input Viewport Area property fields in a binding, use:
| DynamicPropertyType<Vector2> NearFarPlaneProperty |
The distances to the camera near and far planes that the render pass calculates during rendering from the settings of the Camera and passes to the shader.
| DynamicPropertyType<Vector4> OutputViewportProperty |
Viewport applied by the rendering of the render pass.
| DynamicPropertyType<Matrix4x4> PreviousCameraMatrixProperty |
Camera matrix from the previous frame, used for velocity buffer calculation.
| DynamicPropertyType<Matrix4x4> PreviousProjectionMatrixProperty |
Projection matrix from the previous frame, used for velocity buffer calculation.
| DynamicPropertyType<Matrix4x4> ProjectionMatrixProperty |
The projection matrix that the render pass calculates during rendering from the settings of the Camera and passes to the shader.
| DynamicPropertyType<Boolean> ShadowProjectionFittingEnabledProperty |
Controls how the directional light shadow projection is calculated Enabling this will fit the lights projection to the area covered by the main camera.
| DynamicPropertyType<Vector3> ShadowProjectionMarginProperty |
Use to add extra margin by scaling the area of the projection.
| DynamicPropertyType<Vector2> ShadowProjectionRangeProperty |
Use to limit the projection to a smaller proportional slice (X: near, Y: far) of the main camera frustum.
For example if X: 0.0, Y: 0.5 means only the closest half of the camera frustum is guaranteed to be included in the shadow projection.
| DynamicPropertyType<Integer> UpdateOffsetProperty |
Sets a frame offset to the rendering rate that you set with the Update Rate property.
This lets you cascade multiple updating render passes to different frames.
| DynamicPropertyType<Integer> UpdateRateProperty |
Sets the rate at which to render the render pass.
To render every frame, set to 1. To render every second frame, set to 2, and so on. To render only once, set to 0.
| DynamicPropertyType<Vector4> ViewPositionProperty |
The homogeneous view position that the render pass calculates during rendering from the settings of the Camera and passes to the shader.